• Title/Summary/Keyword: digital convergence device

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A study on Convergence of the Digital Contents Industry and Possibility of Exportation (디지털콘텐츠 산업의 융합화와 수출 가능성)

  • Chun, Byung-June;Choi, Dong-Gil
    • International Commerce and Information Review
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    • v.12 no.3
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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A study of Convergence Relationship between Post-Modern aspects and storytelling from Imaging Content Production (영상 콘텐츠를 통한 포스트모던과 스토리텔링의 융합관계성에 관한 연구)

  • Jeong, Eui Tae;Jung, Kyoung He;Song, Ho Jin
    • Journal of the Korea Convergence Society
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    • v.7 no.6
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    • pp.177-184
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    • 2016
  • The age of digital content mainstream consumers in the era of smart technology is expanding compared to the past. Consumers are taking a leading role in the production and distribution of contents in various forms. At the center of this is a post-modern social structure and space that break down the boundaries among Personal Digital Device, contents, production and consumption as a medium. Content rejects the existence of the same thing in the world. The tendency of the main consumer segment and the provision of post modern storytelling that penetrates it creates a huge industry group with various forms of contents. In order to carry out this study, with analyzing examples of movies, games, and advertisements, we found the fact that the center of content creation for individuals made their unique style, excluding generality. As a result of this research, the relationship between the user-driven digital contents and post modern storytelling have been revised the awareness about the possibility of various convergence in the field of contents production.

A Design and Implementation of Haptics Small Device User Interface using Zoomable User Interface (Zoomable User Interface를 이용한 햅틱 기술 기반 소형장비 사용자 인터페이스 설계 및 구현)

  • Yeom, Sae Hun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.3
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    • pp.47-57
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    • 2009
  • Computing environments are being more and more various due to the development of technologies. While existing computing environments used for fixed locations or particular purposes by requesting big scale monitors or complicate calculation performance, recent computing environments are used for a variety of locations and for a diversity of purposes by using various devices. Because of the needs, digital device convergence, which emphases portability and mobility, came out. However, almost researches for user interface are performed for big scale monitors or complicate calculation performance until now. By the reason, user interface on each small device is different from others, or is not appropriate for the purpose of small device. Therefore, this research is to design Zoomable User Interface (ZUI) that adapts for small devices by adding the existing user interface on small devices and haptic technologies, and to implement a user interface for PDA devices.

Polymer $1{\times}2$ Thermo-Optic Digital Optical Switch Based on the Total-Internal-Reflection Effect

  • Han, Young-Tak;Shin, Jang-Uk;Park, Sang-Ho;Han, Sang-Pil;Baek, Yong-Soon;Lee, Chul-Hee;Noh, Young-Ouk;Park, Hyo-Hoon
    • ETRI Journal
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    • v.33 no.2
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    • pp.275-278
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    • 2011
  • This letter presents a polymer $1{\times}2$ thermo-optic totalinternal-reflection digital optical switch (TIR-DOS) with an index contrast of 1.5%-${\delta}$ operating at low power consumption. The structure of our $1{\times}2$ TIR-DOS was created by adding a reflection port to that of a conventional multimode filtering variable optical attenuator. To improve the total-internalr-eflection efficiency, a heater offset was applied to the crossing region of multimode waveguides of the TIR-DOS. The fabricated $1{\times}2$ TIR-DOS shows a low electrical power consumption of 18 mW for an on-off ratio of 35 dB.

A Study on Digital Media Literacy Growth Possibility for Children: Focusing on Lacan's Desire Theory (아동을 위한 디지털미디어 리터러시 성장성 연구: 라캉의 욕망이론을 중심으로)

  • Hwangbo, Wonju;Wui, Minyoung
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.420-428
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    • 2017
  • In recent trends, the first age of digital device usage has been significantly getting low and the using frequencies for younger generation have been gradually increasing. Also, while there were more negative opinions of this trend in the past, the new idea is changing to more needs of training and approaches for children's sound using guidelines for digital device. In fact, people believe the new generation will face more advanced future, called the Fourth Industrial Revolution. The purpose of the paper is first to explain about the Jacques Lacan's concept of desire theory in order to understand the human's unconscious level through His desire theory. Second, the paper identifies how this unconscious level is affected to ethical aspects of new generations whose unconscious level are frequently and early exposed to digital media. Lastly, the paper will present the necessity of digital literacy education as well as future direction. Furthermore, the paper review for what is the ethics and positive guidelines of digital media for children who will become the future citizens in the era of the Fourth Industrial Revolution.

The present of state Domestic Digital Forensics and Development Methodology (국내 디지털 포렌식 기술 현황과 발전 방안)

  • Shon Jung-Hwan;Kim Kui-Nam
    • Convergence Security Journal
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • With the develoment of IT(Information Technologies) in Internet, Digital crime are increasing explosive every year. Recently, digital crime is taken advantage of technical and expert skill. It is necessary to investigate a digital crime that Digital forensic process standardization, Specialist training & education, R&D, Government support. So in this paper we proposed device of the grow of digital forensic that make analysis of the present state domestic digital forensic technique.

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Interface Modeling for Digital Device Control According to Disability Type in Web

  • Park, Joo Hyun;Lee, Jongwoo;Lim, Soon-Bum
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.249-256
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    • 2020
  • Learning methods using various assistive and smart devices have been developed to enable independent learning of the disabled. Pointer control is the most important consideration for the disabled when controlling a device and the contents of an existing graphical user interface (GUI) environment; however, difficulties can be encountered when using a pointer, depending on the disability type; Although there are individual differences depending on the blind, low vision, and upper limb disability, problems arise in the accuracy of object selection and execution in common. A multimodal interface pilot solution is presented that enables people with various disability types to control web interactions more easily. First, we classify web interaction types using digital devices and derive essential web interactions among them. Second, to solve problems that occur when performing web interactions considering the disability type, the necessary technology according to the characteristics of each disability type is presented. Finally, a pilot solution for the multimodal interface for each disability type is proposed. We identified three disability types and developed solutions for each type. We developed a remote-control operation voice interface for blind people and a voice output interface applying the selective focusing technique for low-vision people. Finally, we developed a gaze-tracking and voice-command interface for GUI operations for people with upper-limb disability.

The Moderating Effect of Sociodemographic Factors on the Relationship between Motivation and Outcomes of Digital Device Use (디지털기기 이용동기와 이용성과의 관계에서 사회인구학적 요인의 조절효과)

  • Kim, Banya
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.129-136
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    • 2022
  • This study examines the moderating effect of sociodemographic factors on the relationship between motivation and outcomes of digital device use. The data from 'the 2020 Survey on the Digital Divide' conducted by National Information Society Agency was used for empirical analysis. Significant interaction effects were observed between sociodemographic characteristics and motivation. The results also show that motivation was a primary predictor of the differences in outcomes of digital device use, the third-level digital divide. These findings have implications for closing the third-level digital divide.

Design and implementation of product management system using NFC function (NFC 기능을 활용한 상품관리 시스템 설계 및 구현)

  • Kim, Ji-Hoon;Park, Jeong-Seon;Han, Soonhee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1201-1206
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    • 2014
  • Retail stores are mostly relying their product management on handwriting. This handwriting management is limited and poor at managing the status of stocking and releasing. Also, to confirm real-time product status, additional statistic system is required. POS system developed to overcome foresaid problems is operating only in big and special stores because of expensive price and limited space. Therefore, new automated management system which has low installation price needs to be developed and adopted instead of handwriting management system. In this paper, we developed real-time product management system which can manage the products in retail stores by utilizing NFC function in mobile device.

Implementing a Virtual Reality Forest Healing System Using Multisensory Modules (다감각 모듈을 사용한 가상현실 산림 치유 시스템 구현)

  • Sohui Kim;Jewon Myung;YoungBeom Park;Sun-Jeong Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.4
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    • pp.31-39
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    • 2024
  • This study applied virtual reality systems for forest therapy to reduce motion sickness and enhance immersion using multi-sensory elements. In applying virtual reality systems, multi-sensory elements were utilized to reduce motion sickness while providing a more immersive experience. Among these elements, tactile and olfactory devices utilizing wind and scent were developed and employed. The program was developed using Unity3D's HDRP (High Definition Render Pipeline), and both HMD (Head Mounted Display) and non-HMD systems were established to determine if visual motion induces motion sickness. An air circulator was placed to provide a sense of wind and allow users to smell scents through the olfactory device. An experiment was designed to examine whether tactile and olfactory stimuli influence user satisfaction with the virtual reality forest therapy system. The results showed that the tactile device significantly reduced motion sickness, while the developed olfactory device did not yield significant results in reducing motion sickness for participants.